using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;

public class ShadowCollider : MonoBehaviour
{
    [SerializeField]protected Light2D light;
    public float edgeColliderThick = 0.01f;
    protected ShadowCaster2D _caster;
    protected ShadowCaster2D caster=>_caster==null?GetComponent<ShadowCaster2D>():_caster;

    public float rayCastDist =>
        Mathf.Max(light.pointLightOuterRadius - Vector2.Distance(transform.position, light.transform.position),0f);
    protected bool isShadowCulled() //for distance or other
    {
        return false;
    }
}
